//in vec4 gl_FragCoord;
//in bool gl_FrontFacing;
//out vec4 gl_FragColor;
//out vec4 gl_FragData[gl_MaxDrawBuffers];
//out float gl_FragDepth;
//varying vec4 gl_Color;
//varying vec4 gl_SecondaryColor;
//varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
//varying float gl_FogFragCoord;
//varying vec2 gl_PointCoord;

uniform sampler2D texture;

void main()
{
	vec4 color = texture2D(texture,gl_TexCoord[0].st);
	gl_FragColor = color;
}
